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Pauline Y. Ts'o

dblp:97/877 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 1995
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 67% Geometric modeling and processing · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling › parametric modeling › spline curves
beta-splines
0.011987
Modeling and Rendering Waves: Wave-Tracing Using beta-Splines and Reflective and Refractive Texture Mapping · ACM Trans. Graph. 1987
Rendering
ray tracing
0.011987
Modeling and Rendering Waves: Wave-Tracing Using beta-Splines and Reflective and Refractive Texture Mapping · ACM Trans. Graph. 1987
Rendering
texture mapping
0.011987
Modeling and Rendering Waves: Wave-Tracing Using beta-Splines and Reflective and Refractive Texture Mapping · ACM Trans. Graph. 1987

Methods — techniques the papers use, named apart from their topics

wave superposition · 0.0snell's law · 0.0fresnel's law · 0.0
YearPublicationVenuePosition
1995 David vs. Goliath or mice vs. men? production studio size in the entertainment industry (panel session)
abstract
No abstract available.
Pauline Y. Ts'o, Theresa Ellis, Ralph Guggenheim, Brad Lewis, Ron Thornton
SIGGRAPH1
1987 Modeling and Rendering Waves: Wave-Tracing Using beta-Splines and Reflective and Refractive Texture Mapping
abstract
The graphical simulation of a certain subset of hydrodynamics phenomena is examined. New algorithms for both modeling and rendering these complex phenomena are presented. The modeling algorithms deal with wave refraction in an ocean. Waves refract in much the same way as light. In both cases, the equation that controls the change in direction is Snell's law. Ocean waves are continuous but can be discretely decomposed into wave rays or wave orthogonals . These wave orthogonals are wave-traced in a manner similar to the rendering algorithm of ray-tracing. The refracted wave orthogonals are later traversed and their height contributions to the final surface are calculated using a sinusoidal shape approximation and the principle of wave superposition. The surface is then represented by Beta-splines , using the tension (or β2) shape parameter to easily add more complexity to the surface. The rendering algorithms are based on the use of texture maps and Fresnel's law of reflection. In each algorithm, two texture maps are used to simulate reflection and refraction . Based on surface normal orientation and Fresnel's law, a weighting is calculated that determines what fractions of reflected color and refracted color are assigned to a point. These algorithms are more efficient, though less accurate, alternatives to standard ray-tracing techniques.
Pauline Y. Ts'o, Brian A. Barsky
ACM Trans. Graph.1